The benefit of a soft wheelie bar setting is that when the wheelie bar contacts the ground, the chassis is more likely to tip back forward more quickly; however, if this occurs too quickly, then the front of the vehicle is more likely to bounce when the front tires again make contact with the pavement.
This is somewhat class-dependent, and somewhat based upon player-preference. The function of the wings if any on a ground-based vehicle is converse to the function of wings on an air-based vehicle.
While the wings of an airplane are designed to provide lift at or beyond a given airspeed so that the airplane does not plummet to the ground, the wings on a car are designed to keep the vehicle on the ground and thus NOT allow it to lift.
Keeping the vehicle on the ground is important both for driver safety and for finding the balance between tire grip and top-end speed. If a vehicle in IHRA Drag Racing 2 can have wings at both the front and the rear, the following settings can be adjusted for each individual wing.
The number of elements for a wing is variable. Zero elements means that there is no wing in place. With each element added to the wing, more downforce is applied to that area of the vehicle, providing better pavement adhesion and reducing the chance of the vehicle going airborne. There are a maximum of three elements per wing.
The width of the wing is also adjustable, in inches. A wider wing produces more downforce. A width of zero means that there is no wing for that area of the vehicle. A wing's chord is its length from front to rear. Again, more chord produces more downforce.
The angle of the wing is incredibly important, and in many other racing games such as F1 is the only element of the wing s which can be adjusted. A steeper wing angle provides more downforce, whereas a flatter wing angle provides less downforce.
The angle can be adjusted from zero degrees perfectly flat when the vehicle is at rest to thirty degrees. Note that the actual angle of the wing fluctuates when the vehicle is in motion. By keeping the airflow moving OVER the wing, the amount of potential drag is reduced.
Remember that the vertical center of gravity is adjusted in the General section of the Shop; see above. It is important to remember that for the purposes of this screen, the front of the vehicle points toward the LEFT side of the screen, with the rear of the vehicle pointing toward the RIGHT side of the screen.
In general, moving the center of gravity closer to the front of the vehicle will reduce the transfer of weight to the rear, which is when the vehicle is prone to tipping and when there is the danger of too much air rushing underneath the front of the vehicle and causing the vehicle to go airborne.
The corner weight indicates how much of the vehicle's weight is placed upon each tire when the vehicle is stationary. This can be adjusted with the ballast the right-most box on the screen and its placement using the center of gravity indicator at the bottom-center of the screen. As changes are made, the graph at the top of the screen will be adjusted accordingly.
The top drop-down box is used for making sweeping overall changes to the vehicle's gears; it is important to note whether a change is for manual or automatic transmission. Once the sweeping overall setting has been made, it can be fine-tuned by the player in the boxes below.
The reverse gear's setting cannot be altered. For the other six gears, if a gear's setting indicates '0. The final gear setting affects the individual gears globally, independent of an individual gear's setting. When adjusting individual gears or the final gear, a lower gear ratio will produce better acceleration, but at the sacrifice of top-end speed.
Conversely, a higher gear ratio creates excellent top-end speed, but this is done via slower acceleration. Given that a track in IHRA Drag Racing 2 is either one-eighth or one-quarter of a mile in length, there is not TOO much need for top-end speed, so it may be best to begin by setting the gears for faster acceleration, and then making adjustments from there as test and race results indicate.
A maximum of three clutch plates or discs can be specified, and the player can also specify the RPM at which the plates 'lock' to induce shifting. The top drop-down box permits sweeping global changes. These changes can be fine-tuned in the three boxes below. The engine bore is the width of the shaft in inches in which the pistons work. The stroke is the distance in inches in which the pistons travel. The number of cylinders is the number of pistons in the block.
These can be globally modified using the Block drop-down menu, then fine-tuned in the three boxes beneath it. The compression ratio affects the amount of power caused with the movement of the pistons.
The Compression drop-down box can be used for wide changes, which can then be fine-tuned using the box to the right. The sound and type of engine ignition can also be specified in this section of the Shop. In some cases, however, only Standard Ignition can be selection for the ignition setting.
The Induction drop-down menu has a good range of choices, some of which use only a carburetor and some of which can use either a carburetor or fuel injection. In the box underneath this drop-down menu, the actual fuel flow rate can be further specified if desired. Drop-down menus allow for customization of the types of manifolds, head ports, and headers for the engine. The type and action can be further specified below. Most dragsters use alcohol or racing gasoline.
Fuel additives, if applicable with the type of fuel chosen from the drop-down menu, can be specified as well. There are seven 'global' cam shaft settings, which can then be fine-tuned below. Turbochargers function by forcing more air from the exhaust system into the intake system, thus adding more 'fuel' to the explosive power in the engine and thus creating more total engine output. There is, however, a lag between the normal power of the engine and the effective time of the boost from the turbocharger; a good way to become aware of this is to use the front-bumper camera of a turbo-powered vehicle in Gran Turismo 3 and listen to the engine and the resultant 'puffing' of the turbocharger after each gear shift.
Superchargers run from belts off the crankshaft and thus provide an instantaneous power boost due to this design.
However, superchargers are prone to damage in the case of engine backfire. This handles the lateral distribution of weight in a vehicle, and is extremely important when cornering at high speeds, such as in much of F1 racing.
In short, this should ideally prevent the vehicle from tipping onto its side due to excessive weight transfer. In IHRA Drag Racing 2 , the player can adjust both the speed of the steering input in other words, how fast the game responds to pressing the buttons on the controller or to the movement of the analog stick used for steering and the maximum turning radius of the front wheels. A greater turning radius will permit a vehicle to corner faster and easier, but since there are no corners in drag racing, a high turning radius can easily be counterproductive.
It is extremely important to note which wheel is indicated at the top of the screen when making changes to the springs; again, the front of the vehicle is to the LEFT of the screen, while the rear of the vehicle is to the RIGHT of the screen. The spring rate determines how much and how fast weight transfer occurs to each wheel. The damper or shock absorber determines how much weight transfer can be contained. Suspension travel is the amount of permitted suspension movement.
Greater travel should be permitted for bumpier tracks, while lesser travel is best for extremely flat, smooth tracks. In terms of ride height, a lower ride height brings the vehicle closer to the ground and permits less air to flow underneath the vehicle, resulting in less aerodynamic friction and a lesser chance of attaining enough air underneath the vehicle to cause it to go airborne; with the reduced aerodynamic friction, there is also a slight increase in vehicle speed once in motion.
However, should the vehicle rear when power is applied, a lower ride height provides a greater chance that the underside of the vehicle toward the rear will scrape the pavement, thus slowing the vehicle due to friction and also causing vehicle damage which may be detrimental over the course of an event.
As a Michelin commercial in noted, the tires are the only safety features of a vehicle which actually touch the road. With this view of the car, the tires carry an extreme importance, both in everyday driving and in drag racing. IHRA Drag Racing 2 presents forty pre-set tires, plus allows the player to specify unique tire characteristics if desired. The pre-set tire choices range from street tires to high performance tires to drag racing tires; the drag racing tires are further broken down to present the player even more options.
The tire choice is specified PER WHEEL, meaning - for example - that the front-left and front-right tires can be completely different if the player so chooses. This can be a beneficial situation depending on the overall tuning set-up of the vehicle; for example, a vehicle which tends to drift to the right may benefit from using a tire with more inherent pavement grip on the front-left wheel.
In the wheel graphic on the left side of the screen, the front of the vehicle is on the left side of the screen, while the rear of the vehicle points toward the right side of the screen. IHRA Drag Racing 2 allows the player to specify many aspects of a tire, including width, diameter, growth, pressure, stiffness, shape, and lateral and longitudinal peak and curvature. These values are pre-defined using one of the forty pre-set tires, but they can be specified even further at player whim.
One very important aspect to consider with a tire is its air pressure. This in turn means the car must weigh more with the improved cylinder head. This is a good time to point out that in the old days of class racing, cars were not allowed major weight additions or deletions.
But how do you get to the minimum weight? Remember when we mentioned adding or subtracting weight? Car can move up lighter one class or down heavier one class. Class and classification weight are determined without driver weight. Once classification weight is calculated, pounds is added for driver to arrive at total weight.
All cars are weighed with driver. What this means is you can add or subtract weight to fit a given class. Back to the driver weight: The pound driver weight can be misleading. If you weigh , then the car weighs The total is still We may have left the best for last, however: Long time Class Racer Dwight Southerland has a website dedicated to determining class using proprietary software.
Dwight also includes a clearing house of information with regard to horsepower adjustments which obviously can have an effect upon car weight and class fit and other new NHRA rules, regs and policies that affect class racers.
Watch for it. It fell on deaf ears. That engine is factored at hp. That same identical engine in a Chevelle is hp. What IS it with that? I know you are going to say that the numbers are fed into the computer and it crunches the numbers— BUT the results are NOT fair! That AHFS has serious flaws and needs fixed. Suspension, tires, and even your drag chute can be customized to your own specifications. The interface for this is a bit clumsy--seeming almost as if it were originally from a PC game where you could click on fields and type in numbers--but it's still effective.
However, the biggest thing holding the game back is that you can make any modification to your car right off the bat--there's no monetary system in the game, you don't earn points, and you don't race for upgrade parts. You have just as much capability to build the ultimate racing machine at the beginning of the game as you do after emerging victorious from several seasons of racing. The only challenge in the game is poor engineering--over-revving a high-compression, large-bore engine can often result in a huge cloud of black smoke pouring from your car at the starting line, as you see your opponent race toward the checkered flag.
You can take your custom-built dragster out for a test run to see how it performs on the track before taking it head-to-head against another player or a computer-controlled opponent.
You can enter into a single race against an opponent, compete in a tournament-style event, or join in a season of tournament events over a number of different race courses.
Just the act of competing in a race is a convoluted process, and most players will have to spend some time reading the manual before they win any races. You first need to "stage" your car. Staging means you have to lock your car down to perform a burnout, bringing up the temperature of your tires to increase their grip. You then need to roll toward the starting line to the pre-stage line, wait for a light to illuminate, roll a few more feet forward to the stage line, and then wait for your opponent to do the same.
If you fail to do any of this, you will be disqualified from the race. After you've staged your car, you just wait for the light to turn green and then you gun it. At the end of each run, you will receive a breakdown of the total race time, your initial reaction time, your time, your time, and many more stats that you can pore over and use to improve the design of your car. Unfortunately, once you get your car out on the track, it doesn't make for a very inspired game.
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